// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

import QtQuick

/*QML中用function，以使程序简洁、直观。
  依据deviceHandler.measuring来判定显示提示信息还是显示测量值。
*/
GamePage {
    id: measurePage

    errorMessage: deviceHandler.error       //
    infoMessage: deviceHandler.info

    property real __timeCounter: 0;
    property real __maxTimeCount: 60
    property string relaxText: qsTr("********\nWhen you are ready, press Start.\nGood luck!").arg(__maxTimeCount)

    /*这是GamePage.qml下的重载吗？
      GamePage.qml中的close(){ app.prevPage() }
    */
    function close()
    {
        deviceHandler.stopMeasurement();
        deviceHandler.disconnectService();
        app.prevPage();
    }

    function start()
    {
        //if (!deviceHandler.measuring) {
//        if(1){
//            __timeCounter = 0;
//            deviceHandler.startMeasurement()
//        }
        app.showPage("Key.qml")
        //app.showPage("Cal.qml")
        //app.titleBar.currentIndex= 2   //不行，提示：TypeError: Value is undefined and could not be converted to an object.
        //app.showPage("ParaPlc.qml")
        //app.showPage("ParaSet.qml")
        //app.showPage("ParaLaji.qml")
        //app.showPage("Boot.qml")
    }

    function stop()
    {
        if (deviceHandler.measuring) {
            deviceHandler.stopMeasurement()
        }

        app.showPage("Stats.qml")   //push新页面并个数+1。
    }

    function init()
    {
        deviceHandler.ratio= 0;
        deviceHandler.setUpdate(true);
        console.log("QML 0->ratio");
    }

    Timer {
        id: measureTimer
        interval: 1000
        running: deviceHandler.measuring        //C If set true, start the timer.
        repeat: true
        onTriggered: {
            //__timeCounter++;
            if (__timeCounter >= __maxTimeCount)
                measurePage.stop()
        }
    }

    Column {
        anchors.centerIn: parent
        spacing: GameSettings.fieldHeight * 0.5

        Rectangle { //在此Rectangle中，要么显示提示信息，要么显示测量值。
            id: circle
            anchors.horizontalCenter: parent.horizontalCenter
            width: Math.min(measurePage.width, measurePage.height-GameSettings.fieldHeight*4) - 2*GameSettings.fieldMargin
            height: width
            radius: width*0.5   //通过设置radius，使得Rectangle显示圆形。
            color: GameSettings.viewColor

            Text {
                id: hintText
                anchors.centerIn: parent
                anchors.verticalCenterOffset: -parent.height*0.1
                horizontalAlignment: Text.AlignHCenter
                verticalAlignment: Text.AlignVCenter
                width: parent.width * 0.8
                height: parent.height * 0.6
                wrapMode: Text.WordWrap
                text: measurePage.relaxText     //提示信息。
                visible: !deviceHandler.measuring   //要么显示提示信息，要么显示测量值（心跳值，最小值，最大值）。
                color: GameSettings.textColor
                fontSizeMode: Text.Fit
                minimumPixelSize: 10
                font.pixelSize: GameSettings.mediumFontSize
            }

            Text {
                id: text
                anchors.centerIn: parent
                anchors.verticalCenterOffset: -parent.height*0.15
                font.pixelSize: parent.width * 0.45
                text: deviceHandler.hr              //当前heartrate。
                visible: deviceHandler.measuring    //要么显示提示信息，要么显示测量值（心跳值，最小值，最大值）。
                color: GameSettings.textColor
            }

            Item {  //The Item type can be useful for grouping several items under a single root visual item.
                id: minMaxContainer
                anchors.horizontalCenter: parent.horizontalCenter
                width: parent.width*0.7
                height: parent.height * 0.15
                anchors.bottom: parent.bottom
                anchors.bottomMargin: parent.height*0.16
                visible: deviceHandler.measuring    //要么显示提示信息，要么显示测量值（心跳值，最小值，最大值）。

                Text {
                    anchors.left: parent.left
                    anchors.verticalCenter: parent.verticalCenter
                    text: deviceHandler.minHR
                    color: GameSettings.textColor
                    font.pixelSize: GameSettings.hugeFontSize

                    Text {
                        anchors.left: parent.left
                        anchors.bottom: parent.top  //所以，字符"MIN"在上。
                        font.pixelSize: parent.font.pixelSize*0.8
                        color: parent.color
                        text: "MIN"
                    }
                }

                Text {
                    anchors.right: parent.right
                    anchors.verticalCenter: parent.verticalCenter
                    text: deviceHandler.maxHR
                    color: GameSettings.textColor
                    font.pixelSize: GameSettings.hugeFontSize

                    Text {
                        anchors.right: parent.right
                        anchors.bottom: parent.top
                        font.pixelSize: parent.font.pixelSize*0.8
                        color: parent.color
                        text: "MAX"
                    }
                }
            }

            Image {
                id: heart
                anchors.horizontalCenter: minMaxContainer.horizontalCenter
                anchors.verticalCenter: minMaxContainer.bottom
                width: parent.width * 0.2
                height: width
                source: "images/heart.png"
                smooth: true
                antialiasing: true

                SequentialAnimation{
                    id: heartAnim
                    running: deviceHandler.alive
                    loops: Animation.Infinite
                    alwaysRunToEnd: true
                    PropertyAnimation { target: heart; property: "scale"; to: 1.2; duration: 500; easing.type: Easing.InQuad }
                    PropertyAnimation { target: heart; property: "scale"; to: 1.0; duration: 500; easing.type: Easing.OutQuad }
                }
            }
        }

        Rectangle { //自定义控件，实现进度条。
            id: timeSlider
            color: GameSettings.viewColor
            anchors.horizontalCenter: parent.horizontalCenter
            width: circle.width
            height: GameSettings.fieldHeight
            radius: GameSettings.buttonRadius

            Rectangle {
                height: parent.height
                radius: parent.radius
                color: GameSettings.sliderColor
                //width: Math.min(1.0,__timeCounter / __maxTimeCount) * parent.width        //width变 --> 更新UI。
                width: Math.min(1.0, deviceHandler.ratio)* parent.width                     //QQ不能直接用ration吗？
            }

            Text {
                anchors.centerIn: parent
                color: "gray"
                text: deviceHandler.update_ok? qsTr("OK"):qsTr("...") //(__maxTimeCount - __timeCounter).toFixed(0) + " s"
                font.pixelSize: GameSettings.bigFontSize
            }
        }
    }


    GameButton {    //实现一个按钮，禁止时显示一种颜色，按下时一种颜色，释放时一种颜色，点击时发送clicked信号。
        id: startButton
        anchors.horizontalCenter: parent.horizontalCenter
        anchors.bottom: parent.bottom
        anchors.bottomMargin: GameSettings.fieldMargin      //QQ先有.bottom，再通过.bottomMargin偏移。
        width: circle.width
        height: GameSettings.fieldHeight
        enabled: !deviceHandler.update_ok   //!deviceHandler.measuring
        radius: GameSettings.buttonRadius

        onClicked: start()  //本QML内可见的function。

        Text {
            anchors.centerIn: parent
            font.pixelSize: GameSettings.tinyFontSize
            text: qsTr("START")
            color: startButton.enabled ? GameSettings.textColor : GameSettings.disabledTextColor
        }
    }
}
